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			| Roon3 
					Joined: Sun May 11, 2008 12:50 pm
 Posts: 899
   |   Re: Zombies '09Don't worry, I'll make sure the sprites don't look too plain. ;) 
 
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			| Fri Jul 17, 2009 7:15 am | 
					
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			| war_man333 
					Joined: Sun Nov 11, 2007 1:49 pm
 Posts: 785
   |   Re: Zombies '09Before you release another content update, can you release an update that fixes the droprocket? 
 
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			| Fri Jul 17, 2009 8:25 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Zombies '09i might.it will also fix the zombie claws, hopefully.
 and should include a straight port of the drop slug from improvised weapons.
 @ TOOMUCHBROWN: the more advanced AITF forces have better armour, i cant make leather look that much less plain.
 
 
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			| Fri Jul 17, 2009 10:19 am | 
					
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			| Roon3 
					Joined: Sun May 11, 2008 12:50 pm
 Posts: 899
   |   Re: Zombies '09Geti wrote: i might.it will also fix the zombie claws, hopefully.
 and should include a straight port of the drop slug from improvised weapons.
Activities need some AITF guys with AIMODE.ZOMBEH_HUNT. I tried to fix the claws myself but failed terribly. If its any use to you, here's what I've got.  Screws up at the math.atan2 part, I don't remember why.
 
 
    							Last edited by Roon3 on Fri Jul 17, 2009 12:48 pm, edited 1 time in total. 
 
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			| Fri Jul 17, 2009 11:20 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Zombies '09it was your brackets, roon, but thanks, i'll get to work on it now. i was talking about fixing the names appearing, but ohwell   i do need to get some Resistance action going on, but we can wait for that for now. zombies first, untill we have enough resistance to warrent coding AI for them.
 
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			| Fri Jul 17, 2009 11:39 am | 
					
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			| Tealord 
					Joined: Sun Jun 03, 2007 10:12 am
 Posts: 86
 Location: Finland
   |   Re: Zombies '09Alright, I have given the hope away >: ( I have tried everything, EVERYTHING to get the activities to work and it proves to be one big pain in the ass. I hope new update comes soon, so if that fixes my problem.
 The problem cant be in base.rte or mission.rte activities, because all other mods activities work.
 
 
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			| Fri Jul 17, 2009 11:09 pm | 
					
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			| The Decaying Soldat 
					Joined: Thu May 15, 2008 11:40 am
 Posts: 1527
 Location: In heaven, everything is fine.
   |   Re: Zombies '09Tealord wrote: Alright, I have given the hope away >: ( I have tried everything, EVERYTHING to get the activities to work and it proves to be one big pain in the ass. I hope new update comes soon, so if that fixes my problem.
 The problem cant be in base.rte or mission.rte activities, because all other mods activities work.
   IncludeFile = Zombies.rte/Craft/Index.ini    IncludeFile = Zombies.rte/MapObjects/Index.ini    IncludeFile = Zombies.rte/Activities.ini ^ <Tab> Not space. Make sure you got that right.
 
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			| Sat Jul 18, 2009 2:08 am | 
					
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			| Tealord 
					Joined: Sun Jun 03, 2007 10:12 am
 Posts: 86
 Location: Finland
   |   Re: Zombies '09Thank you for trying to help me The Decaying Soldat, but it didnt help. But to make sure I understood right what you meant, you mean all new lines of code in index should be moved to little right, using <tab> once on them? I do that all the time. 
 
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			| Sat Jul 18, 2009 3:26 pm | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Zombies '09You don't even need tabs in index.ini. Goddamnit Decaying Soldat stop trying to help people until you actually know enough to help. 
 
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			| Sat Jul 18, 2009 5:04 pm | 
					
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			| The Decaying Soldat 
					Joined: Thu May 15, 2008 11:40 am
 Posts: 1527
 Location: In heaven, everything is fine.
   |   Re: Zombies '09Well sorry bout' that. Didn't know it. 
 
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			| Sat Jul 18, 2009 5:35 pm | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Zombies '09Everyone welcome allen as a concept artist!He's the one responsible for the angry splash image in the OP, which will stay there until we need a new one, or until i get sick of it. Those are the same thing anyway.
 
 
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			| Sun Jul 19, 2009 7:05 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: Zombies '09Tealord wrote: Thank you for trying to help me The Decaying Soldat, but it didnt help. But to make sure I understood right what you meant, you mean all new lines of code in index should be moved to little right, using <tab> once on them? I do that all the time.Ugh. Y'know what? SOMEWHAT ANON DELIVERS ONE STEP ACTIVITIES ACTIVATION Simply extract and copy over your Cortex Command folder.
 
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			| Sun Jul 19, 2009 7:34 am | 
					
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			| Tealord 
					Joined: Sun Jun 03, 2007 10:12 am
 Posts: 86
 Location: Finland
   |   Re: Zombies '09Extracted on Cortex Command folder, overwrited everything which it asked and... Didnt work, still skirmish activities comming : /
 Thanks for your trouble trying to help me 411570N3, but somehow my copy of Cortex Command seems to hate those zombie activities -___-
 
 
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			| Sun Jul 19, 2009 2:31 pm | 
					
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			| Allen 
					Joined: Wed Apr 30, 2008 10:10 am
 Posts: 214
 Location: Seattle, WA
   |   Re: Zombies '09Before i do any serious design work i have to just get the juices flowing with fun drawings of zombies.  So here's another one.   
 
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			| Mon Jul 20, 2009 12:57 am | 
					
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			| Roon3 
					Joined: Sun May 11, 2008 12:50 pm
 Posts: 899
   |   Re: Zombies '09Its the Cross of Saint Peter , and if I recall correctly, it is also an Aramaic symbol (Confirm please). Back on topic guys.[And I ain't Cristian]
 
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			| Mon Jul 20, 2009 8:14 am | 
					
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